Here's what i am trying to do: a beveled cube, inside of it a rectangular hole with rounded corners. First i made a cube with the hole, then added a plane with beveled vertices for the rounded corners; merged both and bridged the edge loops and added a edge split modifier. It worked, but there are still shading issues from certain angles. Is there a better way to do this?
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$\begingroup$ Please upload your blend file to: blend-exchange.giantcowfilms.com and I will make an answer. $\endgroup$– cgslavAug 31, 2017 at 12:50
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$\begingroup$ Great thanks, tell me also what is the purpose of this mesh? Is this gonna be game asset, realistic rendering or something else? $\endgroup$– cgslavAug 31, 2017 at 13:04
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$\begingroup$ possibly some kind of vending machine, low-poly asset for game-engine use $\endgroup$– MasterBatesAug 31, 2017 at 13:06
1 Answer
One method:
Add a Plane and scale on the "X" axis to form your rectangle.
TAB into Edit Mode and add four Loop Cuts (CTRL + R) positioned where you want your hole to be.
Select all by pressing "A". Extrude by pressing "E" + "Z" to constrain on the z axis.
Scale in by pressing "S" + SHIFT "Z" to constrain to the x and y axis.
Select the inner top face and press "X" and "Only Faces" from the drop down menu to delete it.
Add a Subdivision Surface Modifier (View and Render set to two.
Tab into Object Mode and set shading to Smooth. Tab back into Edit Mode and add Loop cuts to tighten up you corners.
Repeat for all your corners.
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$\begingroup$ thanks, the shading is much better that way. The only downside is, that the subsurf modifier requires way more extra geometry (edge loops) to refine the corners. $\endgroup$ Aug 31, 2017 at 13:40